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Quest: Rations & Iron

Preface

This is a portfolio piece to demonstrate my quest and content design capabilities. This was particularly inspired by the game New World, though it can easily be adapted to a variety of settings, which I cover at the end. All of the names are intentionally terrible and meant to be replaced, and any implementation of this quest should be done using names, content, assets, and in-game resources of the game in which it is used.

Quest Story

Acting on orders from a malign outside leader and their “monstrous” bandits, Sgt. Barnan Greenbark and their rangers stage an ambush of the supply wagons they’re in charge of protecting by using a rolling log trap launched by disguised assailants, in order to sow chaos for a local fort and create an opening for an invasion. They manage to get the wagon full of gunpowder and munitions back home–as planned–as they intend to blow it up at the start of the assault. The second wagon held iron, and was less damaged in the ambush, but the driver Eorin Treyu got their leg crushed and wasn’t able to do more during the attack.. The third wagon held rations, and was significantly damaged, as well as having none of the crew survive between the log trap and volleys of arrows, including the driver Daravan Parsan.

The security captain for the fort, Volin Prule, recruits players to investigate, even pointing at and saying a local chat message with the names of the players as they pass by, in order to get their attention. They retain a list of friendly names who they’ve recruited for the event, and that is included in the contract players are given, which allows them to present the quest to other players in the field and add them to the list of friendly participants. If supplies aren’t recovered, if the fort isn’t resupplied, and if the investigation and assault to root out the attackers isn’t completed, Barnan will return to launch the assault on the fort.

Barnan claims that it was monsters who staged the attack, but they and their rangers are nowhere to be found to ask for more details, as they left shortly afterwards with a declaration that they will hunt down the assailants with their rangers. From their maligned leader, a larger force of fighters sent to attack to destabilize the fort were sent to aid Barnan, and had donned attire that made them appear monstrous, including color-tinted lenses in sets of 4 to 8 to look like monstrous eyes reflecting against the torches and lanterns. They made large volumes of arrows that appear to have monstrous influence, as well as having painted and decorated the human-worked logs with monster-themed paint and rows of stones to increase the weight and potential damage. These forces need to be cleared out as part of the assault on their hideout, once it occurs. Barnan is unable to be located until their plans are foiled, or until they return to launch the assault. Investigating the attack site and recovering remaining materials helps delay the assault, but it will eventually occur if the players do not clear out the hideout. 

While the driver of the ration wagon Daravan Parsan was killed in the assault, driver Eorin Treyu is recovering under city guard protection at the inn. They will tell what they can of the assault, and enable the player to see UI tips or highlighting that will help players narrow in on clues when they go to investigate the site, and with enough evidence they can go back and help the security captain see that it was a human-led assault rather than one of monsters. 

However it plays out, players must work to recover supplies, investigate the attack, resupply the fort, and take down Barnan, their crew, and their “monstrous” bandit forces. If they fail, the assault will occur, possibly with the fort in a sort of diminished state, and can lead to loss of the fort if defense against the assault fails.

It may be revealed, through something Barnan carries, or assets found at the enemy hideout, that the maligned leader is preparing to wage a widespread assault to take over a large piece of territory, and hold it violently until they can be recognized as a sovereign nation. That and other loose ends can come about after the main quest is completed.

Timers and Results

This quest has four timers, and if players fail to satisfy them, the issues are compounded and can lead to assault on the fort where the quest is obtained. New quests emerge if loose ends aren’t tied up after the recovery and attempt to root out the enemy.

 

Investigation Minutes til NPC intervention Timer

Players start with 240 minutes of investigation time, which elapses at double speed during the night, since that is when the enemies patrol close and attempt to take supplies from the wagons. Each player within 50 yards/meters of the site contributes to elapsing the timer, up to a cap of 10. This means a small group can investigate and return without activating the timer, or a large group can come in and gather the supplies and handle the wagon investigation in one decisive action, or a medium sized group with crafters could potentially rebuild one wagon and haul all remaining supplies out of there. 

When the timer elapses, 1 NPC per 3 players (minimum 2 unless the investigator is solo) appears to engage in combat. If one is left standing, it attempts to retreat, and if they succeed, they’ll raise alarms that cause constant patrols to show up in the area to attack investigators and slow down recovery attempts. If they are all downed, the timer starts at 240 minutes again. Evidence must still be presented that they’re humans, but investigating a fallen one will reveal their true nature, which will help speed up the investigation.

 

Attrition Timer

Over 14 in-game days, the fort will be at an increasing disadvantage. There will be less NPCs available to defend it if food hasn’t been restored, and some areas will fall into disrepair without iron. A lack of iron also allows NPC equipment to break in the midst of defense. At the end of every day, if a cumulative 7% of the total requirement has not been provided, one NPC becomes unavailable for defense, and 1 active NPC has a 25% chance for their ranged or melee weapon to break on every attack, if the fort is assaulted. This represents the weakening of the fort due to a lack of materials. NPCs who become inactive also deplete from the forces that can be sent to help clear the enemy camp. Players may provide these from personal resources to cover the immediate need.

 

Recovery Timer

Players have 10 days to complete the recovery effort. At the start, each wagon is depleted by 20% of their “full” stashes, and an additional 8% disappears for every day it has not been investigated. Any day when it is investigated, loss goes down to 4% and a half day is added to the timer. Every 4% iron loss will slightly increase enemy damage and the quality and quantity of defensive barricades in the hideout, and every 4% rations increases the quantity of active and patrolling enemy combatants who aren’t instead caught off-guard resting in the hideout. 40% of the supplies from both must be returned or otherwise provided for by players to satisfy this timer, which also satisfies the attrition timer. Even if players provide these resources from their own personal supplies, it will not reduce the improvements to the enemy forces, which only occurs when the resources are no longer available to be looted.

 

Investigation Timer

Players have 10 days to investigate the site of the assault, and any day where it is investigated for even a moment will stop the timer for that day. Every 3 days a clue is removed from the site, which makes it tougher to determine the cause of the assault and report back. After 10 days, if nothing has been investigated, players will be unable to track down and root out the “monstrous” bandit force, and an assault is inevitable. 3 clues is enough to get an NPC-accompanied response, while 1 to 2 clues is still enough to have players track down the “monstrous” bandits to try to defeat them.

When the assault is declared, players have 3 days to locate Barnan in the hideout, and if they fail, the Expiration Assault occurs. If Barnan is revealed, they will remain until defeated, or if all players have vacated the area after Barnan has been revealed, they will leave after 1 day of inactivity, and launch the Expiration Assault.

 

Expiration Assault

If any of these timers–except the on-site investigation timer–expires, Barnan returns to the fort to launch an assault. The assault will occur that night, starting with Barnan’s rangers blowing up the explosives wagon to open a massive hole in the side of the fort, or at one of the gates that can no longer be closed. For every 20 players and friendly NPCs in the fort, and every 35 friendly players in the nearby region, one ranger is added to the enemy forces, and one “monstrous” bandit per assault wave every 30 minutes until Barnan is defeated.

After the explosion, Barnan and the rangers within the fort will take a stronghold position at the inn, while the “monstrous” bandits will come through with monstrous attire and armaments from the vulnerable opening. The fort is considered neutral after the assault has been underway for 15 minutes, and unless players quickly take it back, any faction can send forces and try to capture it. Enemy capture occurs when three full waves worth of “monstrous” bandits have taken position within the walls, at which point it is no longer a player-usable location and will become the site of new attacks on nearby forts. If the assault is thwarted within 15 minutes, the fort isn’t made neutral.

 

Bonus Follow-Ups

Bonus 1 – “Woes of Attrition” Resupply Timer: If the road hasn’t been cleared within 1 month of the start of the event, a new quest comes up “Woes of Attrition” which forces players to clear the road, go to the next fort, and start a wagon escort event, OR locally gather a stash of materials to make up for shortages.

Bonus 2 – “Urgent Rebuilding of [[Fort Name]]” rebuild timer: If the assault occurs, whomever claims the fort will immediately find a quest to rebuild. Massive amounts of wood, and any missing iron and rations from the events leading up to the assault, must be restored in order to fully rebuild, and to rearm and redeploy NPCs. Within 5 days, if no effort has been made towards any of this, another NPC assault occurs, with more of Barnan’s “monstrous” bandits or whomever they “actually” work for arriving to make a follow-up strike.

Bonus 3 – “Pursuing A Greater Threat” mission: If Barnan was searched by a player after they’re downed, the player who searches them will obtain a document that reveals a greater threat in the form of the non-factional commander of the “monstrous” human forces, and allows players to continue to pursue them. The trail goes cold if it isn’t pursued within a week.

Framework

I) Introduced To Players

The quest is introduced to players meeting the security captain, or being offered their contract by someone who is already participating. Two of the wagons from a convoy of three, carrying explosives, rations, and iron, were attacked by a log trap, damaging the two with rations and iron aboard, and killing the crew of the rear wagon carrying rations, including the driver Daravan. The commanding officer and lead driver Sgt. Barnan Greenbark, claims it was a monstrous attack, but is in fact the organizer of it, and will lead a full-scale assault with their rangers and a bandit force if they are not stopped. Eorin, who had their leg crushed in the ambush, claims it appears that they were actually humans pretending to be monsters. Security Captain Prule sends players to investigate, and gives them an item they can use to share the quest with someone else. Smaller groups of players are able to check it out and report back, then gather a larger player or player+PC force to handle the recovery effort. Larger groups can attempt one or multiple recovery attempts to gather the supplies. All quest timers are now active, though the investigation timer only depletes when the players are at the site.

 

II) Player Investigation

Player investigation can reveal that it was indeed a human trap, and clues nearby are that of humans. UI-illuminated clues lead to a human quiver filled with the so-called monstrous arrows, a human jar of monstrous paint applied to human-worked logs, clear evidence of boot prints are everywhere, a poorly-buried fire pit from a former small camp, a few discarded scraps from failed monstrous arrows that fell apart, and a drawing in the dirt that shows a diagram of the ambush. Based on the timers, there is anywhere from 1800 pounds of iron and 900 pounds of rations remaining at the start, which quickly depletes at a rate of 160lbs iron and 80lbs rations every day, though any day when a player visits the site reduces the drain by half for that day. If players trigger the attackers, and manage to follow the retreating assailant back, they can skip to V and begin the assault, but the Recovery Timer will still be depleted until the assault is successful.

 

IIIa) Complete Success

The investigation is completed before any multi-day timers expire. At least 3 pieces of evidence, or proof of a downed human in disguise, leads to IVa. Less evidence when reporting back leads to IVb.

 

IIIb) Partial Success

The investigation was not completed before the Investigation Minutes timer elapsed, and the players failed to catch the escaping assailant. However, one of the fallen attackers was searched, and revealed to be a human in disguise. Move to IVa, but there will be 50% more enemies when the players launch their assault on the hideout.

 

IIIc) Failure

Attrition, Recovery, or Investigation Timers elapse, prompting the enemy assault on the fort. Move straight to Vb.

 

IVa) Supported Assault

Evidence of who did it prompts a new report from a scout that claims they tracked the ambushers to their camp located in a hidden cave, and the security captain puts out a shout for players and NPCs in the region to rally and assemble a strike team. For every 3 players that gather, an NPC joins in, and a minimum of 3 NPCs join the response force. An additional NPC per 5 players, with a minimum of 1, is added if the Attrition and Recovery timers have been resolved. This leads to Va.

 

IVb) Unsupported Assault

Evidence of who did it is a bit shaky, and while one scout believes they have found the hideout cave, the security captain cannot muster the confidence for a full all-hands assault. An additional NPC per 5 players is added, with a minimum of 1, if either the Attrition Recovery timers have been resolved, and this is doubled if both are resolved. Players are gathered with the NPCs if they;re made available, then move to step Va.

 

Va) Hideout Assault

An assault is now being attempted, no matter how it was approached. The resources may still be important, but players will be directed to the site of the assault and encouraged to group up. 50% of the stolen resources, including half the initial 20% that was missing at quest start, can be found in crates and barrels around the hideout. At the end of one fork of the cave, Barnan and the rangers have their quarters set up, and you’ll be able to finally take Barnan down. When they die, they detonate an explosive that makes the cave unstable, and players have 10 minutes to escape as it rumbles, before it collapses across 5 additional minutes. This leads to VIa.

If they fail to reveal Barnan within 3 days of assaults, and don’t defeat them within 3 days of being revealed, the Expiration Assault will automatically trigger as soon as no player is within 50 yards/meters of Barnan, and Vb begins.

 

Vb) Fort Under Assault

However it happened, the Expiration Assault has been triggered. The assault plays out as listed on the timer. Victory leads to VIa, defeat leads to VIb.

 

VIa) Assault Victory

Victory over the disgraced Sgt. Barnan Greenbark and their rangers. Any remaining wagon resources are automatically obtained, and the wagon mess gets cleaned up with a follow-up quest players can obtain. If anyone looted Barnan, they obtained a book, and if they read that book, it reveals the alias of whomever was giving them orders, which can be engaged by the player and shared to other players, and handed to the security captain so they can facilitate the investigation.

 

VIb) Fort Is Lost

The fort has been overrun. The nearest safe fort for the players is where that security captain will end up, along with some NPCs from the now-overrun fort. A new quest will emerge to gather resources so a war machine based assault can be used to retake the fort, and then the quest to participate in that assault will occur. Alternatively, any faction with a massive force of available fighters can simply march in, kill everyone, and take it back.

 

VII) Bonus Quests

Bonus Quests mentioned in the Timers section may now become available.

Quest Assets

NPCs

Security Captain–quest giver. In this example, it is Volin Prule.

Special NPC leader–the antagonist, in this example it is Sgt. Barnan Greenbark.

Special NPC elite units–the antagonist’s personal ranging guards, the rangers in this example.

Special NPC common units–these are the “monstrous” bandit forces.

Injured NPC “Driver”–This is the driver of the 2nd wagon. Eorin Treyu in this example.

Deceased NPC “Driver” – This is the driver of the 3rd wagon, who is referenced, and whose body may be searched at the ambush site, but they died in the ambush and were left there. Daravan Parsan in this example.

 

Locations

Town/Fort/Settlement–This is the location which will be made vulnerable and fall into disrepair if the needs aren’t being addressed, and where the Special NPC Leader is targeting for attack.

Nearby Friendly or Trade Neutral Location–This is where the convoy of wagons came from. It will be called Phanadia.

Investigation site at a road with a trap-ready node–This is one road leading between the fort and Phanadia. Along this road must be a location that can support whatever form of trap will be deployed. An off-road logging camp is a perfect cover for the trap, though fresh paint and viscera could still be applied for that “this was possibly monsters sending a message” sorta look. In general players shouldn’t be present when the attack occurs. This could also be a different type of trap, like a swinging log or boulders off a cliff.

Secret Hideout–This can be instanced, or a geometry that goes underneath the normal gameplay area while it is exposed, and has a hefty climb down a ladder or stairs to access it. It can also use an existing cave that is normally empty, but that will likely just be searched by players regularly and upsets the surprise of the investigation.

 

Resources

Site of Ambush–Two damaged wagons, lots of “monstrous” arrows, and a variety of clues for players to inspect for the investigation.

Salvaged Wagon–It is optional to let players salvage one wagon or not, based on the tech of the game, but if possible players should be able to fix up one wagon and return with it and the supplies that were left behind. Near completion of the wagon repair, an NPC will arrive on horseback, and will automatically take over to hitch it up and drive it back once it is rebuilt.

Gatherable Salvage Resources–These are containers with piles of resources, anywhere from 10 to 50 pounds of a given material per container, as well as smaller piles of odd resources when things have been diminished below container sized values. They are a “drop on death/no fast travel” item, so players cannot simply gather them and recall or suicide respawn back to home with them. Over time they relocate from the ambush site to the hideout.

Secret Hideout–as described above.

Quest Flow and Dialog

Framework I) Recruited to Investigate

This is the initial conversation with the security captain.

“Hold there, [[comrade/friend/soldier/whatever the world uses]]. There’s a matter of dire urgency that needs to be addressed immediately. A convoy with three wagons was due to arrive from Phanadia today, but they were attacked and only one managed to arrive, while the other two were left behind as our soldiers escaped the ambush. The arriving wagon carried explosives and munitions, and we’re fortunate that it was not destroyed, but the ones left behind have critical shipments of rations and iron ingots that we’ll need to recover before they are destroyed or looted. The road had been surveyed by scouts prior to the convoy’s departure, but after the first wagon crossed a low point in the forested hills to the [[quest node direction]], attackers sprung a trap and smashed the wagons with piles of massive logs. 

“The driver of the middle wagon, Eorin Treyu said the trap seemed to be that of human design, but the officer in charge of the convoy, Sgt. Barnan Greenbark, claims that their rangers were firing at monstrous eyes and figures in the shadows as they made their retreat, even recovering one of their arrows as proof. I’m not sure where that arrow ended up, though. Most of the third wagon’s crew sadly died in the trap, including the driver Daravan Parsan, but the other two crews managed to escape with only a few injuries.

“I’ve marked their location on your map. We need to know what happened, and what the state of the wagons is right now. If you go alone, be careful to avoid engagement and raise any alarms. If you plan to attempt to salvage the goods, or even repair one wagon and bring back what remains, bring whomever you recruit by me to check in. You can also show them this document I’ve written that explains the situation, but they’ll still need to check in after the investigation. 

“Let me know if you have any questions.”

 

Q1. Where can I find Eorin Treyu?

Q2. Where can I find Sgt. Barnan Greenbark? 

  • Modifier: If players reported back that Barnan has left, use 2a.

Q3. What should I look for when I investigate?

  • Modifier: If players reported back that Barnan has left, use 3a.

Q4. Can’t we simply repair the wagons, or bring guarded ones, in order to recover the materials?

Q5. This sounds too dangerous. How much iron and food would we need to replenish the stock?

X6. Thank you, I’ll start investigating this attack immediately.

X7. I am unable to assist at this time, my apologies.

A1. Eorin is currently being cared for by a physician, at their room in the inn. They’re in good enough shape that you ought to be able to visit and ask questions, but their crushed leg will take some time and a small ounce of magic to restore back to health. Tell the innkeeper that I sent you, and they’ll show you which room they’re in. [[Eorin’s location is noted on the map as an optional location.]]

A2. Barnan should be around here somewhere, but may have already set out on a patrol. Neither they nor their rangers covering the front wagon were injured in the ambush, and Barnan seemed intent on seeking out the dwelling of the convoy’s assailants. Check with one of the guards at the gates to see if they know.  [[Barnan is not around. Guards at one gate will reveal this, and at least one guard will point out that they went back towards the ambush direction.]]

A2a. [[when guards have revealed Barnan is missing]] Sgt. Barnan Greenbark has left with their rangers towards the site of the attack, most likely planning a recovery effort. If they’re there when you arrive, I’m sure you’ll be asked to lend a hand.

A3. I need evidence of who launched the attack, and what is left for us to recover. Aside from supply recovery, my biggest concern is whether this is the work of human hands, monstrous hands, or some twisted alliance. Perhaps monsters took over a human-made trap built by one of our adversaries, or somehow the monstrous creatures were enticed into launching the attack by humans. Whatever the case, we need to know the reason in order to plan a proper response, as we must secure that road for future supply deliveries.

A3a. [[when guards have revealed Barnan is missing]] “Sgt. Greenbark is probably already investigating it, but we need evidence of whether the attack was done by humans or monsters. Hopefully Sgt. Greenbark has already figured this out, and you should check with them or their rangers when you arrive, if they’re still there when you arrive. If not, look for clues that could help reveal the nature of the attackers.”

A4. “This may be possible, though we don’t have any wagons to spare at the moment, as the ones we have are needed for outbound shipments of the resources we gather nearby for other forts. If you can gather a crew with the means and determination to repair the wagons, or can simply carry back the resources by hand, this will bypass some of the immediate danger we’re in. We’ll still need to fully investigate the attack, bury our dead, and clear the road of debris, but at least we won’t be lacking in resources anymore.”

A5. “The looming threat of future attack would not be addressed, but I suppose if we can get an additional ton of iron and a half-ton of preserved meats in the next few days by other means, the immediate danger we face will not be that of attrition and malrepair. If you can spread the word and get me these materials, we can respond to the ambush and any possible threats more effectively.”

X6. Upon disengagement, an appropriate send-off for the culture should be used. Go with the light, live long and prosper, whatever is normally used for encouragement.

X7. Upon disengagement, a phrase to encourage or shame the player into coming back and accepting the quest is used.

 

Framework II) Follow-ups and Investigation

II.1) Follow Up with Gate Guards (Don’t Know) 

II.2) Follow Up with Gate Guards (Do Know) 

II.3) Eorin Treyu

 

II.1) Follow Up with Gate Guards (Don’t Know): 

A basic introduction should be used upon first engaging with them.

Q1.Has Sgt. Greenbark been seen near this gate?

X1. Thank you, that will be all.

A1. Sgt. Greenbark and their rangers haven’t come through this way. They’re probably somewhere around here.”

A1a. [[If other gate guards revealed that Barnan left]] Some of the guards at the [[direction]] gate said they saw them leave.

A1b. [[If Captain Prule was told that Barnan left]] Captain Prule said they already headed out the [[direction]] gate towards the site of the ambush. 

X1. Something plain but well-meaning like “Good luck out there.”

 

II.2) Follow up With Gate Guards (Do Know):

A basic introduction should be used upon first engaging with them.

Q1. Has Sgt. Greenbark been seen near this gate?

X1. Thank you, that will be all.

A1. [[First time reporting]] Yeah. They should have checked in with Captain Prule, but they headed out towards the site of the ambush towards the [[direction]] along this road. 

Q1.1. Captain Prule said they should still be around.

X1.2. Thanks, that’s all I needed to know.

A1.1. Well they must have their own agenda, maybe they’re keen on retaliating faster than the captain is ready to deploy them. That isn’t like Sgt. Greenbark and their rangers though, usually they’re obsessed with formality and procedure. Please report it back to Captain Prule.

X1.2. Glad to help. If they weren’t already aware, please let Captain Prule know that Sgt. Greenbark left before you head out. 

A1a. [[Subsequent interactions]] Yeah, we confirmed this for Captain Prule. They went along this road towards [[direction]] towards the site of the ambush on our supply convoy.

X1a.1. Thanks, that’s all I needed to know.

X1. That will be all for now, thank you.

 

II.3) Eorin Treyu

Eorin has some inquisitive greeting like “Oh, who are you?”

Q1. Hello Eorin, my name is [[player rank and name]], and Captain Volin Prule sent me to speak to you about the ambush. Are you feeling well enough to talk?

X2. I think I should let you rest. Take care, Eorin.

A1. Ah.. yes I can, but I’m in quite a bit of pain still. The log that hit my wagon completely shattered my leg. 

Q1.1. I want to know whatever you can tell me about the ambush.

Q1.2. A shattered leg has killed many in these lands. How are you surviving with it?

A1.1. We set out from Phanadia well past our intended midday departure time due to a failed safety inspection on Sgt. Barnan Greenbark’s wagon at the front, which contained barrels of gunpowder and various munitions. Once that was finally secured, we were on our way. The sun was down when the attack happened, not completely gone from the sky, but with enough light to cast a shadow to cover the front of the ambush site until we were too close to do anything about it. The thunderous sound and rumble of the logs coming towards us will haunt me to my end, as it almost was, when one log took a high bounce and came down on my left leg as I turned to see what the sound was. It hurt like hell, still does, but fortunately it rolled off the wagon so I wasn’t pinned down, and I managed to dive for cover from the arrows off the right side. One of the crew members managed to drag me away, and I’ve been treated by some form of healer ever since then. 

As I was being dragged away, I didn’t fully succumb to the pain and pass out, and was able to get a look at the things that attacked us. They looked like some amalgam of bones and plant matter, like some sort of bony creatures that can blend in with the trees. But as I looked closer, I could see their movements looked like that of humans, not that of any sort of beasts or monsters. Additionally, their bows looked like ones you’d find around here locally, just adorned with some of the same viscera stainage and adornments like I saw on the smooth, well-made arrows they fired at us. That same stainage and viscera was on the logs as well, which makes me think any nearby logging camp may have been overrun if that’s where the large, rounded-out logs from the trap originated. One such logging camp may also have been legitimately established with the intent to provide materials for this ambush.

Something is terribly suspicious here. If you should investigate it, be thorough and be quick, and perhaps go by day so you can see any attackers coming from further away. Look for footsteps and boot prints, evidence of their bows or quivers or other equipment, tracks of theirs leading away from the site, the quality of the work on the logs, and the method they used to release the logs upon us. If you find one that was felled in the exchange, you should be able to find out pretty fast whether they’re humans or a new kind of monster. If you find anything, report it to Captain Prule, and don’t say a word to Sgt. Greenbark. [[After this has been completed, a flag is turned on for the player to highlight investigation clues from a distance so they can complete the investigation much faster.]]

X1.1.1. Your suspicions and concerns are noted. I’ll see what I can find out there. [[If 1.2 was asked, this is the only option]]

Q1.1.2. Thank you, I’ll check that out when I arrive. I have another question. [[If Q1.2 was not asked yet. Q1.1 will no longer be available. Player can opt to exit with X1.1.1 from there.]]

X1.1.1. Thank you. Help us find the bastards who crushed my leg so we can take them down!

A1.2. The sawbones were rightly ready to amputate it, but one of the magical healers who was with the transport caravan has been using experimental magical procedures to stop the bleeding and slowly repair the bones. I suppose I’ll be glad to have my leg if this succeeds, but for now, the pain is rather immense, even with medicine designed to dull it. I could still just accept that it is lost and let them cut the damn thing off, but then the next poor soul with a crushed leg will be going through this experimental treatment with no guidance on what it is like and how well it works.

X1.2.1 Thank you for letting me know about the ambush. I shall let you rest, Eorin. Hopefully they can fix your leg up quickly. [[If 1.1 was already asked, this is the only option.]]

Q1.2.2 I’m sorry this recovery is so painful, but I hope they manage to get your leg working and feeling well again. If you’re feeling up to it, I’d like to ask about the ambush. [[If Q1.1 was not asked yet.Q1.2 will no longer be available. Player can opt to exit with X1.2.1 from there.]]

X1.2.1 Just be sure to give the bastards who did this to me a shattered leg or two of their own. Godspeed, [[player rank and name]]!

X2. I’ll try, it hurts to do anything else. Make them hurt much worse.

 

Framework III) The Investigation

III.1) Return to Security Captain Prule 

III.2) The Investigation Site

 

III.1) Returning to Security Captain Prule, Before Investigation

Welcome back, what have you discovered? 

Q1. I spoke to the [[direction]] gate guards, and they reported the departure of Sgt. Barnan Greenbark and their rangers.

Q2. [[If the player is flagged to spot clues from talking to Eorin]] I spoke to Eorin. They are recovering well enough to better recall the event, and offered suggestions for what we should investigate at the site of the ambush.

X3. I have nothing new to report at this time.

A1. They left without checking in? That doesn’t bode well. Be wary of Sgt. Greenbark and crew, and if you see them, please report back at once.

A2. Here, write those details down for me and I’ll have a scribe update the report. [[This flags all players with Eorin’s clue-finding UI enhancements.]] 

X3. Please continue the investigation with care. 

 

III.2) Investigation Site

When players get close, they’ll see the wreckage and logs still in place. Clues can be investigated without UI assistance from talking to Eorin Treyu, but they are collectively tougher to spot without the assistance.

  • Most of the enemy arrows have been reclaimed, but a human quiver can be found hanging from a nearby tree, filled with the decorated arrows.
  • The logs have dried blood and guts and viscera on them, and a few sets of gouge marks meant to look like massive claw marks, but further investigation reveals that they were shaped and rounded with conventional tools. 
  • A crushed metal bucket can be found near where the logs were released, which appears to be a human-made bucket that was crusted with blood and viscera similar to the logs. 
  • A couple single-file trails of overlapping boot prints lead from the ambush site, one to a buried fire pit, the other to a map of the area etched into the hard dirt with a long, sharp rock. The trail itself is a form of evidence, as are the fire pit and map.

 

Framework IV) Investigation Response

IV.1) Returning to Security Captain Prule, After Investigation

IV.2) Discovering the Hideout

IV.3) Timer Expiration

 

IV.1) Returning to Security Captain Prule, After Investigation

Q1a. [[If the player visited the investigation site and has at least one clue to report]] I’ve returned from the investigation site, and I found evidence supporting Eorin’s claim that this was a human attack. 

Q1b. [[If the player has found at least 3 clues, or investigated a downed assailant]] I’ve returned from the investigation site, and it was definitely a human attack. Here is the evidence that has been found.

X2. I have nothing new to report at this time.

A1a. Thank you for this. I think Eorin is correct, based on what our scouts have found, but I don’t believe this is substantial enough to call all able bodies to arms. Do you think you can find more evidence? If not, we can act on as much as we think we know at this point.

X1a.1. Yes, it would be wise to find more evidence, if it means we can justify a stronger counterattack. 

X1a.2. No, let’s act on what we know, we can’t stand to lose more resources [[This begins the less-supported assault from Framework IVb. Move to Framework Va.]]

X1a.1. Find what you can, but be careful out there.

X1a.2. Right then, time to find my bell and raise the alarm. Stay here while we gather our forces.

A1b. You have clear proof? Well we’d better not waste time, our scouts have a lead on what they believe to be the hideout of these adversaries. Let’s take them down, and we can deal with Greenbark later! [[This begins the well-supported assault from framework item IVa]]

X2. Please continue the investigation with care. 

 

IV.2) Discovering the Hideout

If players manage to make it to the hideout, they quest immediately changes to the assault, and players who check in at the investigation site or with Captain Prule are directed to the assault. NPC allies will be allocated as per Framework IVb. Move to Framework Va.

 

IV.3) Timer Expiration

Should this request for aid be ignored by players, or if they take the majority of the resources for their own stash instead of returning them to the city, one of the timers will inevitably run out, leading to an assault on the fort where the quest was obtained. This is the condition of Framework Vb, which is the Expiration Assault listed in the Timers section.

 

Framework V) Assaulting or Being Assaulted

V.1) Hideout Assault

V.2) Fort Assault

 

V.1) Hideout Assault

This is as described in Framework Va. Whether instanced or appearing seamlessly in the world, players should all be fighting in the same space and not be separated from one another. Enemy count, enemy respawn limitations, and difficulty, should be tuned to be fair but challenging. More evidence correlates with greater NPC support, while less evidence or just diving straight into the hideout gets less NPC support. When the assault is completed, the cave-in should destroy the hideout and restore the world to its original surface terrain.

 

V.2) Fort Assault

This is as described in Framework Vb. Players will need to breach the gates, fend off newcoming attackers, and fight their way through the ranger stronghold at the inn. The rangers and Barnan should be considerably tougher, with slightly higher attributes, movement and ability refresh speeds, and use of coordinated tactics like lining up behind cover to firing on a marked target to try to pick off one player at a time. Even after Barnan is defeated, the rangers must all be cleared out before waves of bandits stop showing up.

 

Framework VI) The Result

VI.1) Victory

VI.2) Defeat

 

VI.1) Victory

The disgraced Sgt. Barnan Greenbark has been defeated. If they were looted, there is an opportunity to pursue the malign bandit leader, which is the Bonus 3 option in the Timers section. Whether looted or not, if the supplies have not been restocked, Bonus 1 is forced upon everyone in and around the fort until supplies have been recovered or replenished. If the fort was assaulted but didn’t fall, Bonus 2 will be presented, and is of high urgency. 

 

VI.2) Defeat

After 15 minutes, the fort will become neutral, as there is no clear owner. As the battle rages on, enemy NPCs will take up the various potential respawn locations within the fort, which are recovered when threats are cleared out of those respective areas. When the players are driven out with no remaining in-fort respawn points, the NPCs of the fort go into full retreat and take shelter in nearby friendly forts. The fort’s NPCs will not return until the fort has been recovered by a player faction, and has been restored. Finishing Bonus 2 is the culmination of the restoration effort.

 

Reconciling Content Gaps With The Design Team

How far can a player get in the dialog, and where can they hard exit a conversation, while still moving things along?

How do players share evidence they’ve discovered so they don’t need to have one person perform all the steps?

How tough should the assault or defense events be, relative to what the game has to offer, and relative to what is expected in the areas where it can be deployed?

Do the timers and components of the assault make sense for the context of the game, and if not, what would work better?

Should this be an isolated incident, or one factor in getting a lead on the malign leader of the disguised bandits? 

Should players be allowed to use their stash to cover the lost resources, or to keep lost resources and not turn them in?

What other quests play can lead into this or be outcomes from it?

What happens if players who haven’t accepted the quest find the investigation site?

What names and mannerisms should be used for the NPCs?

Adapting This Content To Different Settings

This is a reasonably limited scope and scale for what could be a reasonably universal quest for anywhere from fantasy lands to naval blockades to space miners on the edge of the galaxy. There are a few main components that makes it all work:

1) The need for shortage. 

The ability for shortage to occur is critical in making this quest work, and while something volatile with less sustaining properties makes sense as the transport that arrives, the other two should have critical materials that will leave the intended recipients in a weakened and vulnerable state. When temporary weakness and damaged states are not available for the structure, weakening NPC guards and other defenders by lowering their attributes or thinning their numbers will facilitate an enemy NPC advantage.  

In a world without attrition, where everything is fully repaired and restocked at all times, this quest will not work well. It may be possible to break canon in one such game to explore what happens when necessary supplies are not delivered, but in general this will work more naturally for a game where attrition and resource deprivation will affect a settlement of some kind.

 

2) Enemy organizations/factions. 

This quest works as a quest because it isn’t initiated by another p[layer faction, and opens up room for a persistent aggressor, or shows one of the ways in which they are attempting to take over areas nearby. If there’s more than one sentient race/species, this works better when the playable races are used as enemy NPC races as well, so what is monstrous is compared to all playable races rather than something monstrous being anything non-human. In this way, the disguises will still seem monstrous, not people disguised as another playable race.

While it could be that a player faction has questlines related to setting up the ambush as a disguised attack force, it wouldn’t work the same unless the players are defending the NPC officer who is facilitating the event. Maybe if players can “play as the enemy NPCs” to some extent, or the game has systems for players to act as enemy henchmen.

 

3) Adapting To Platforms.

For a TTRPG, it is possible for a DM/GM to weave this into existing content, or use it as the basis for part of a quest line. If players have been in town for the first few sessions of gameplay starting from low-level characters, and earned 1-2 levels or equivalent advancement, this would be a good quest to get them out of town and on the open roads a bit. 

For a single-player CRPG, there is no need to worry about what other players are doing, so each of the timers should be adjusted to match what a solo party would be capable of doing, as well as limiting the packs of enemies that will be encountered to allow players to overcome them and suffer minimal losses or expenditures until they reach the rangers and enemy officer. NPC allies can also be added to the mix, so players are the tip of the spear but aren’t fighting everything themselves. 

For a multiplayer game with non-coordinated players–like an MMO or large sandbox–use the quest as-written, and work with the design team to reconcile unspecified components and outcomes in a way that makes sense for the game. Adjustments should be made to make the quest scalable to the player density in the area, and if there’s far more players than needed, NPCs may instead be off the front line for triage and other support, rather than directly joining the fray.